![]() ![]() Now I’ve already stated and I’m sure all of you are aware of what and how Echo works. I’m starting to think that Blizzard might be running ever so slightly low on new ideas. Now the biggest difference with Twinspell when compared to Echo is that you won’t lose the second copy when you cast it, so it essentially means that you are running *4* copies of that card in your deck, but it’s not really *4* copies as you have to draw the two original copies you added to your deck. Someone on the Hearthstone Team must have really loved the number 2 when working on Twinspell. And there’s many more cards like this such as the Forbidden cards that make you spend all your Mana for that turn. ![]() Here’s a card that does pretty much the same thing as Ray of Frost without the Twinspell Keyword. The second case which is the more interesting is the dual purpose it provides with cards such as Ray of Frost. The only kinds of Twinspell cards are ones that you can just cast whenever you feel like and they will always do the same thing. As for the types of cards printed, Twinspell also falls short here. The restriction of only being on spells (hence the name Twinspell) is a big deal. Twinspell does not bode well in terms of being a flexible keyword. ![]() It just seems that Twinspell only cared more about the quantity of the spells casted and not much else. This is a brilliant reason for Echo to be a great mechanic, when it can encourage players to make sometimes interesting or awkward plays throughout their experience.Įcho seems to have more meat and was just built better than the unoriginal Twinspell. During the Hearthside Chat delving deeper into Echo, they also mention that certain Echo cards will make you unsure about wether you spend all your mana on the Echo card, or stop at a certain point and use other cards. Being able to play as many Echo cards as you want on a turn (unless you don’t have the Mana or space) sounds much better than just casting a spell twice. Echo allows you to sink your mana into one card, much like the Forbidden cards, to be either an early-game or late-game variant. As for the idea behind Echo itself, it’s quite well thought out as the team loved cards that replicated themselves. Later on, there was a change of scenery from the murder express train to the depths of the spooky woods and Ghostly would soon transform into Echo. The theme is the culprit as it was previously meant to be “Murder on the Gilnean Express.” They had mentioned some scrapped mechanics under Investigate, Murder, and Ghostly (which would later become Echo). Now for Echo, there was mention of the team having a slight struggle with a mechanic for Witchwood. Probably the absence of Brode is to blame? In terms of the amount of thought needed to build this mechanic, it seems they weren’t quite themselves when building Twinspells. This idea is probably best reserved for a smaller place such as the Spellstones, Tar Pits, or Loa Spirits. From what we’ve seen, many of the Twinspell cards seem to not be too different in how you would play them (with a few exceptional Twinspell cards). The idea of being able to play a spell twice is quite underwhelming for an entire mechanic. ![]() Though it does fit the theme, I think the execution could have been a whole lot better. With this expansion focusing on Dalaran as the main setting, it obviously needs a mechanic revolving around spells. I’ll also compare it to Echo, to also see what the Hearthstone Team sees differently between the two mechanics.įor Twinspell, there really isn’t much substance to it. Echo didn’t have any issues like that, so why even have Twinspell to begin with? I think an evaluation for Twinspell is needed. The reason Rush was accepted by many was that Charge is a very difficult mechanic to work with without any problems arising. But that’s my main complaint with Twinspell, in that it is too similar to an already existing mechanic. Rush situation, Twinspell is very similar to Echo, with a few differences in each. ![]()
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